Introduction: Games and subcultural theory

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Introduction: Games and subcultural theory. / Carbone, Marco Benoit; Ruffino, Paolo .
in: GAME : the Italian journal of game studies, Jahrgang 3, Nr. 1, 2014, S. 5-20.

Publikation: Beiträge in ZeitschriftenZeitschriftenaufsätzeForschungbegutachtet

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@article{5fc0d5411b83456ea0aceef66353f344,
title = "Introduction: Games and subcultural theory",
abstract = "“This issue of GAME Journal offers a recognition and a series of case studies on video games from the point of view of subcultural theory. Game studies have hitherto focused little on their object from this perspective, which offers a theoretical frame for the historical and ever growing complexity of the audiences involved with the medium of the video game. The study of subcultures on the other hand has a long standing and complex tradition which culminates in what has been recently defined as the “post-subcultural” theoretical scenario.This introduction is set to provide, firstly, an overview of how subcultural theory could contribute to a study of games and gamers. It will discuss the implications of a study of video game subcultures and the complexity of such endeavour. The first section will mostly review some of the most recent literature that addresses this topic, trying to evaluate how much has been said, and how it could contribute to a cultural study of video games. Secondly, the introduction will look at the texts that are collected in this issue.The curated contributions are divided in two sections. The first part, the Journal, collects peer-reviewed essays that critically analyse specific cases and assess the relevance of a study of video game subcultures for the theoretical understanding of game culture as a whole.The second part, the Critical Section (now a constant presence in the issues of GAME Journal), is comprised of commentaries that look at study cases with distinct geographical specificities”.",
keywords = "Digital media",
author = "Carbone, {Marco Benoit} and Paolo Ruffino",
year = "2014",
language = "English",
volume = "3",
pages = "5--20",
journal = "GAME : the Italian journal of game studies",
issn = "2280-7705",
publisher = "GAME",
number = "1",

}

RIS

TY - JOUR

T1 - Introduction

T2 - Games and subcultural theory

AU - Carbone, Marco Benoit

AU - Ruffino, Paolo

PY - 2014

Y1 - 2014

N2 - “This issue of GAME Journal offers a recognition and a series of case studies on video games from the point of view of subcultural theory. Game studies have hitherto focused little on their object from this perspective, which offers a theoretical frame for the historical and ever growing complexity of the audiences involved with the medium of the video game. The study of subcultures on the other hand has a long standing and complex tradition which culminates in what has been recently defined as the “post-subcultural” theoretical scenario.This introduction is set to provide, firstly, an overview of how subcultural theory could contribute to a study of games and gamers. It will discuss the implications of a study of video game subcultures and the complexity of such endeavour. The first section will mostly review some of the most recent literature that addresses this topic, trying to evaluate how much has been said, and how it could contribute to a cultural study of video games. Secondly, the introduction will look at the texts that are collected in this issue.The curated contributions are divided in two sections. The first part, the Journal, collects peer-reviewed essays that critically analyse specific cases and assess the relevance of a study of video game subcultures for the theoretical understanding of game culture as a whole.The second part, the Critical Section (now a constant presence in the issues of GAME Journal), is comprised of commentaries that look at study cases with distinct geographical specificities”.

AB - “This issue of GAME Journal offers a recognition and a series of case studies on video games from the point of view of subcultural theory. Game studies have hitherto focused little on their object from this perspective, which offers a theoretical frame for the historical and ever growing complexity of the audiences involved with the medium of the video game. The study of subcultures on the other hand has a long standing and complex tradition which culminates in what has been recently defined as the “post-subcultural” theoretical scenario.This introduction is set to provide, firstly, an overview of how subcultural theory could contribute to a study of games and gamers. It will discuss the implications of a study of video game subcultures and the complexity of such endeavour. The first section will mostly review some of the most recent literature that addresses this topic, trying to evaluate how much has been said, and how it could contribute to a cultural study of video games. Secondly, the introduction will look at the texts that are collected in this issue.The curated contributions are divided in two sections. The first part, the Journal, collects peer-reviewed essays that critically analyse specific cases and assess the relevance of a study of video game subcultures for the theoretical understanding of game culture as a whole.The second part, the Critical Section (now a constant presence in the issues of GAME Journal), is comprised of commentaries that look at study cases with distinct geographical specificities”.

KW - Digital media

M3 - Journal articles

VL - 3

SP - 5

EP - 20

JO - GAME : the Italian journal of game studies

JF - GAME : the Italian journal of game studies

SN - 2280-7705

IS - 1

ER -

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